A lightweight yet powerful 3D game engine

What's New

Version 1.5 - The physics update

Although only bounding box physics are currently supported, it has been implemented in such a way that more complex shapes will soon be supported.

Many performance improvements

Now supports split-screen gameplay as well as quadruple-screen gameplay. Using two or four screens does not noticably change the overall framerate!

Added the ability to merge objects into one, and split them (MERGEOBJ,SPLITOBJ).

Added object bounding box variables (OBJMINX,Y,Z,OBJMAXX,Y,Z).

An object's center is not longer its center of mass, but rather the center of its bounding box.

Added a wireframe cube object (called WCUBE) as well as UPDATEWCUBETOOBJ to set the wireframe position ans size to match another object's bounding box.

Added CHECKCOLLISION to check every object in the world to check for collisions.

Added ISCOLLIDING to check if two objects are intersecting.

Added RAYTHROUGHOBJ to check if an infinite ray is intersecting an object.

Added COLOROBJAB function to color a specific range of triangles in an object.

Added a FLAG object (the main character of 3D Parkour).

Added 3D Parkour 2 Alpha as a demo.

Instead of typing GCLS:BUFFER:RENDER you now just type RENDER to do everything.

GETRAY2D now only takes in X,Z as opposed to X,Y,Z.

Added variables to keep track of an object's scale.

Added OBJSTR$ variables, which work the same as the OBJTAG$ variables.

Added SETSTATICOBJ function to set if an object is affected by physics or not.

Added variables to define the velocity for each object.

Version 1.4

Added TEXT as a new object type! Check the documentation for more details! Game worlds can easily display messages as 3D objects.

CHESS.3D has been worked on, the AI is more intelligent and uses alpha-beta pruning to simulate ahead in the future to find how to maximize the minimum score. In the first few lines you can set the AI_VS_AI to watch it play against itself.

Every demo has been updated to make use of the new features.

Fixed the randomly-appearing-flickering-lines-bug for DLC users.

Fixed triangles-sometimes-not-rendering-glitch for non-DLC users.

Also non-DLC users run at a fairly higher framerate due to less function calls.

Perspective calculations and rendering have been worked on a lot, graphics are much smoother.

Added a new demo to showcase 3D randomized fractal tree generation.

Spheres now render without borders to improve the look of scenes.

Changed the way object tags work, instead of saving TAG$ to every triangle it saves it in the objects themselves. Also triangles no longer carry a second color (the sphere border color). Triangles only carry the most necessary data now.

FPS is more smooth/stabilized.

Added the ability to change the view distance to make programs run faster for o3DS users.

Added function APPLYSURFACEEQUATION to automatically set a SURFACE object to mimic a mathematical equation. This makes the code for the GRAPH_3D demo much simpler and gives users much more power to simulate terrain.

Added lots of new functions!

Version 1.3

Added a fully functional 3D chess game against a real AI that looks a few moves ahead to determine the best way to move.

Added an first person shooter game demo.

Added support for 3D lines using ADDLINE(X1,Y1,Z1,X2,Y2,Z2,COLOR).

Added a surface object, which is a grid plane with multiple sections (used in the 3D grapher).

Fixed a few bugs when deleting an object.

Added some new functions.

BUFFERing only buffers the top screen, use BUFFERBOTTOM to buffer the lower screen.

Other small tweaks and optimizations.

Version 1.2

Framerate has been doubled and possibly tripled, especially for DLC users. The engine runs incredibly fast for users that have purchased the SmileBASIC DLC!

SIM.3D no longer needs any other program slots other than 3. So this update makes it a lot more compact and simple.

Hue, saturation, and value are now optional by using HSV(H,S,V) just like RGB(R,G,B). Objects only need a single color value to be initialized. So #RED, #GREEN, #BLUE, etc... can work too.

Field of view (FOV), world scale constant (WSC), and the cutoff ratio (CUTOFF_RATIO) are modifiable.
Cutoff ratio is the ratio between the camera and the object of focus in which polygons will no longer be drawn. Default is 0.5.

Lots of new functions that give more power to the user, such as finding the closest/furthest objects to a point, and making an object rotate to face a given point in the world.

Behind the scenes optimizations for maximum performance.

Version 1.1

DLC is fully implemented! The engine runs much smoother when the Advanced Sound DLC is purchased, the application now only needs to run a few ARYOP operations each frame.

Performance without DLC has also been improved, but DLC gives much higher performance.

Circles have been removed, and re-implemented as triangle objects. Now that there is complete consistency with objects, huge performance advancements have been made.

The flickering graphics bug has been targeted and removed. Graphics feel cleaner with modified algorithms.

Example programs have been modified a little bit. Please feel free to view the code for those, and use them to implement your own games. I do not require any credit. Everything is free for everybody.

Triangles are now sorted by the furthest away Z point.

CIRCLE functions are now called SPHERE functions.

All future updates from this point forward will minimize the modifications required for a game to run on the updated engine. Any modifications required will be listed down here for you.

Version 1.0

Application is stable.

NotesThis application was designed specifically to teach the idea of 3D game design. While this engine was built with simplicity in mind, it was also built to maximize efficiency and minimize the computation required to display good looking graphics. With that said this is an excellent engine to make 3D games, I don't ask for any credit, and anyone can use this program for their own purposes.
Use the comment section below for help, or if you have any questions, I'll be glad to help!
To see the power of SIM.3D, I added some regular demos that will give a better idea on how to use SIM.3D. The files include:

3D.ENGINE - The engine in all it's glory.

BOX_O_GEMS - A demo to show all the different kinds of objects, and how fast they render.

CHESS.3D - A rather complex program to show what can be made with SIM.3D.

FPS_DEMO - A first-person-shooter-styled simulation, on a Perlin-noise-generated map.

To use this engine, simply add this to the first line of your code
PRGEDIT 3 EXEC "PRG3:3D.ENGINE" ENDDoing so will load the 3D engine into program slot 3, then insert the code from program slot 0 into program slot 3, then execute itself.
The most basic application to rotate a cube in the center of the screen is as follows:
PRGEDIT 3 EXEC "PRG3:3D.ENGINE" END 'S1M.3D
VAR C=ADDCUBE(0,0,0,1,1,1,#GRAY)
'C CONTAINS A REFERENCE TO THE CUBE
@LOOP
VSYNC 'STABALIZE THE FRAMERATE
ROTOBJ C,0,1,0 'ROTATE THE CUBE AROUND THE Y AXIS
RENDER 'RENDER THE WORLD
GOTO @LOOP 'REPEAT
There are a few things to be aware of before diving into the 3D engine

One in-world unit is the equivalent of 50 pixels from the default camera position. Adding a scale definition like this makes the game feel more realistic. This can be customized by changing the WSC (world scaling constant) variable.

When working with SIM.3D, you must work in the default program slot 0, you will need to save every time you run the code. Any errors can be traced to your code in program slot 3 where the actual engine is.

Or you could work directly in the 3D engine and avoid the use of the loader. There's a spot in the beginning of the code dedicated for user programs to go.

Every object is composed of triangles. If a triangle is defined clockwise then it will be visible from the outside of the object. There are preset objects to make this easier to work with.

So triangles can only be seen from one side (for higher performance), using STRETCHOBJ with negative values to stretch an object inside-out will let you see the object's back faces instead of front

Every object is given an index. This index will never change until the object is deleted, in which case the ID will be given to the next future object to be defined.

Engine variables:VAR CAMX,CAMY,CAMZ 'THE FOCUS POSITION OF THE CAMERA (DEFAULT: 0,0,0)
VAR CAMRX,CAMRY,CAMRZ 'ROTATION OF THE CAMERA (IN DEGREES) AROUND THE CAMERA FOCUS (DEFAULT: 0,20,0)
VAR CAMDIST 'DISTANCE AWAY FROM CAMERA'S FOCUS POINT (DEFAULT: 10)
VAR FOV 'FIELD OF VIEW (DEFAULT: 5)
VAR WSC 'WORLD SCALING CONSTANT IN PIXELS (DEFAULT: 50)
VAR CUTOFF_RATIO 'THE RATIO BETWEEN CAMERA AND FOCUS IN WHICH THINGS STOP RENDERING (DEFAULT: 0.7)
VAR BOUNDCAMANGLES 'TRUE/FALSE, TELL IF THE CAMERA SHOULD BE BOUNDED BETWEEN -180 AND 180 (DEFAULT: 1)
VAR RENDERDIST 'HOW FAR THE PLACER CAN SEE, 0=INFINITE (DEFAULT: 0)
VAR ACCELERATED_RENDERING 'TRUE/FALSE TO USE ADVANCED SOUND DLC (DEFAULT: 1 IF POSSIBLE)
VAR FPS 'FRAMES PER SECOND
VAR GMW0,GMH0 'WHERE THE SCREEN STARTS (DEFAULT: 0,0)
VAR GMW1,GMH1 'WHERE THE SCREEN ENDS (DEFAULT: 400,240)
VAR GMW05,GMH05 'DEFINES THE CENTER OF THE SCREEN TO SAVE COMPUTATIONAL OVERHEAD
Here are the preset object definitions:ADDCUBE(X,Y,Z,LENGTH,WIDTH,HEIGHT,COLOR)
'CREATE A RECTANGULAR PRISM, RETURN ITS INDEX
ADDWCUBE(X,Y,Z,LENGTH,WIDTH,HEIGHT,COLOR)
'CREATE A WIREFRAME RECTANGULAR PRISM, RETURN ITS INDEX
ADDSPHERE(X,Y,Z,RADIUS,COLOR)
'CREATE A SPHERE, RETURN ITS INDEX
ADDLINE(X1,Y1,Z1,X2,Y2,Z2,COLOR)
'CREATE A LINE, RETURN ITS INDEX
ADDPYRAMID(X,Y,Z,WIDTH,HEIGHT,COLOR)
'CREATE A SQUARE PYRAMID, WHERE THE BASE OF THE BOTTOM IS X,Y,Z
'RETURNS THE OBJECT'S INDEX
ADDDIAMOND(X,Y,Z,WIDTH,HEIGHT,COLOR)
'CREATE A DIAMOND SHAPE (A.K.A OCTAHEDRON)
'RETURNS THE OBJECT'S INDEX
ADDCRYSTAL(X,Y,Z,WIDTH,HEIGHT,COLOR)
'CREATE A DIFFERENT TYPE OF "DIAMOND" SHAPE
'RETURNS THE OBJECT'S INDEX
ADDSKYBOX(X,Y,Z,LENGTH,WIDTH,HEIGHT,COLOR)
'CREATE AN INSIDE-OUT CUBE THAT ACTS AS A SKYBOX WHEN LARGE
'RETURNS THE OBJECT'S INDEX
ADDSURFACE(X,Y,Z,GRIDX,GRIDY,LENGTH,WIDTH,COLOR)
'CREATE A FLAT GRID PLANE THAT CAN HAVE MATH EQUATIONS APPLIED TO IT
'RETURNS ITS INDEX
ADDFLAG(X,Y,Z,COLOR)
'CREATE A FLAG CHARACTER OBJECT (FROM 3D PARKOUR)
'RETURNS ITS INDEX
ADDTEXT X,Y,Z,TEXT$,COLOR
'MAKE A TEXT OBJECT IN THE WORLD
'RETURNS THE OBJECT'S INDEX
You may also consider defining your own objectADDOBJ(TYPE$,X[],Y[],Z[],COLOR)
'X[],Y[],Z[] DEFINE EACH TRIANGLE. THESE ARRAYS MUST BE IN SETS OF 3, SO LENGTH=3,6,9,12,15,18,...
Every object contains these variables:OBJX 'CENTER OF MASS X POSITION
OBJY 'CENTER OF MASS Y POSITION
OBJZ 'CENTER OF MASS Z POSITION
OBJTEXT$ 'A STRING (USED IN TEXT OBJECTS)
OBJTAG$ 'A STRING
ONJTYPE$ 'A STRING TELLING WHAT TYPE OF OBJECT IT IS
OBJINDEX 'THE INDEX POINTING TO WHICH TRIANGLES BELONG TO THIS OBJECT
OBJLENGTH 'THE LENGTH OF HOW MANY TRIANGLES BELONG TO THIS OBJECT
OBJRX 'GET (NO SET) THE OBJECT'S X ROTATION
OBJRY 'GET (NO SET) THE OBJECT'S Y ROTATION
OBJRZ 'GET (NO SET) THE OBJECT'S Z ROTATION
OBJSX 'GET (NO SET) THE OBJECT'S X SCALE (WIDTH)
OBJSY 'GET (NO SET) THE OBJECT'S Y SCALE (HEIGHT)
OBJRZ 'GET (NO SET) THE OBJECT'S Z SCALE (LENGTH)
OBJMINX 'GET (NO SET) THE OBJECT'S MINIMUM X VALUE
OBJMINY 'GET (NO SET) THE OBJECT'S MINIMUM Y VALUE
OBJMINZ 'GET (NO SET) THE OBJECT'S MINIMUM Z VALUE
OBJMAXX 'GET (NO SET) THE OBJECT'S MAXIMUM X VALUE
OBJMAXY 'GET (NO SET) THE OBJECT'S MAXIMUM Y VALUE
OBJMAXZ 'GET (NO SET) THE OBJECT'S MAXIMUM Z VALUE
OBJVX 'THE OBJECT'S X VELOCITY
OBJVY 'THE OBJECT'S Y VELOCITY
OBJVZ 'THE OBJECT'S Z VELOCITY
OBJVISSTATIC 'TRUE/FALSE, IF THE OBJECT IS AFFECTED BY PHYSICS
OBJMASK 'WHEN YOU DEFINE AN OBJECT YOU ARE GIVEN A MASK INDEX WHICH WILL NEVER
'CHANGE, SO YOU CAN ONLY ACCESS THE VARIABLES ABOVE BY GOING THROUGH THE OBJECT MASK
'FIRST:
OBX[OBJMASK[MY_OBJECT_INDEX]]=FOO
'BY USING THIS MASK, WE CAN GUARANTEE THAT AN OBJECT INDEX WILL NEVER CHANGE
'EVEN IF OBJECTS BEFORE IT ARE DELETED.
Here is a list of object functionsSTRETCHOBJ INDEX,SCALEX,SCALEY,SCALEZ
'SQUISHES OR STRETCHES AN OBJECT'S POINTS BY A GIVEN SCALE
MOVEOBJ INDEX,DX,DY,DZ
'INCREMENT AN OBJECT'S POSITION RELATIVE TO ITS CURRENT POSITION
MOVEOBJTO INDEX,X,Y,Z
'TELEPORT AN OBJECT SOMEWHERE (NOT RELATIVE)
ROTOBJ INDEX,AX,AY,AZ
'INCREMENT THE ROTATION OF AN OBJECT AROUND ITS CENTER OF MASS RELATIVE TO ITS CURRENT ROTATION
ROTOBJTO INDEX,AX,AY,AZ
'SET THE ROTATION OF AN OBJECT AROUND ITS CENTER OF MASS (NOT RELATIVE)
'THIS WILL RESET THE OBJECT'S ROTATION TO ITS DEFAULT, THEN ROTATE IT AX,AY,AZ
ROTOBJAROUND INDEX,X,Y,Z,AX,AY,AZ
'ROTATE AN OBJECT AROUND (X,Y,Z)
ROTOBJAROUNDOBJ INDEX,INDEX2,AX,AY,AZ
'ROTATE AN OBJECT AROUND ANOTHER OBJECT
ROTOBJTOPOINT INDEX,X,Y,Z
'ROTATE AN OBJECT SO THAT IT FACES THE POINT X,Y,Z
MERGEOBJS(INDEX1,INDEX2)
'MERGE TWO OBJECTS INTO ONE, RETURNS THE NEW INDEX
SPLITOBJ INDEX,TRIANGLES OUT INDEX1,INDEX2
'SPLIT AN OBJECT AT A TRIANGLE INDEX, DEFINING THE AMOUNT OF TRIANGLES FOR THE FIRST OBJECT
DELOBJ INDEX : INDEX=-1
'DELETE AN OBJECT FROM THE WORLD
'THEN IT IS RECOMMENDED TO SET THE INDEX TO -1
CHANGEOBJCOLOR INDEX,COLOR
'SET AN OBJECT'S COLOR
CHANGEOBJFACECOLOR INDEX,FACE,COLOR
'SET THE COLOR OF A SINGLE TRIANGLE ON AN OBJECT
CHANGEOBJCOLORAB OBJECT,INDEX1,INDEX2,COLOR
'SET AN OBJECT'S COLOR FROM INDEX1 TO INDEX2 INSIDE THE OBJECT
'OBJECT TRIANGLE INDEXES START AT 0 FOR EACH OBJECT
SETTAG INDEX,TAG$
'GIVE AN OBJECT A STRING, DEFAULT=""
'THIS CAN BE ANYTHING, IT DOESN'T AFFECT THE 3D ENGINE AT ALL
'DESIGNED TO BE USED BY THE DEVELOPER
GETTAG$(INDEX)
'GET THE TAG$ VALUE OF AN OBJECT
FINDIBJBYTAG(TAG$)
'QUICKLY FIND AN OBJECT WITH A SPECIFIC TAG$ VALUE
'RETURNS -1 IF NO OBJECT EXISTS WITH THIS TAG
SETSTR INDEX,S$
'GIVE AN OBJECT A STRING, DEFAULT=""
'THIS IS USED TO STORE THE VALUE IN TEXT OBJECTS
'THERE IS NO USE OUTSIDE OF TEXT OBJECTS, SO THIS IS ANOTHER FREE VARIABLE
GETSTR$(INDEX)
'GET THE STRING VALUE OF AN OBJECT
FINDIBJBYSTR(S$)
'FIND AN OBJECT WITH A SPECIFIC STRING$ VALUE
'RETURNS -1 IF NO OBJECT EXISTS WITH THIS STRING
'OTHERWISE RETURN THE OBJECT INDEX
GETOBJTYPE$(INDEX)
'RETURNS THE STRING DEFINING WHAT TYPE OF OBJECT IT IS
'POSSIBLE RESULTS ARE:
"CUBE","SPHERE","DIAMOND","CRYSTAL","PYRAMID","SKYBOX","LINE","SURFACE","TEXT",etc...
GETOBJSBYDIST(X,Y,Z)
'RETURNS A SORTED ARRAY OF OBJECT INDEXES SUCH THAT THE FIRST ITEM IS CLOSEST
'TO (X,Y,Z) AND THE LAST ITEM IS FURTHEST AWAY FROM (X,Y,Z)
'THIS FUNCTION TAKES ADVANTAGE OF DLC USERS TO GIVE MUCH FASTER PERFORMANCE
UPDATEWCUBEAROUNDOBJ INDEX1,INDEX2
'CHANGE THE WIREFRAME CUBE OBJECT INSIDE INDEX1 TO THE SAME SHAPE AND
'SIZE OF THE OBJECT INSIDE INDEX2 (INDEX1 MUST BE A WCUBE OBJECT)
'IN OTHER WORDS, THIS IS AN ADD-ON TO THE WCUBE OBJECT TO ALLOW IT TO
'PERFECTLY MASK THE BOUNDING BOX OF ANOTHER OBJECT
APPLYSURFACEEQUATION INDEX,EQU$,MINY,MAXY,SCX,SCY,SCZ
'APPLY A MATH EXPRESSION TO A SURFACE OBJECT
'EQU$ IS AN EQUATION WITH X,Y, AND Z IN IT
'EQU$="SIN(X)+COS(Z)" MAKES A WAVY SURFACE
'MINY AND MAXY DEFINE THE OBJECT'S Y BOUNDS
'SCX,SCY,SCZ ARE THE ZOOM FACTORS, 0.1=>10X ZOOM
'IN OTHER WORDS, THIS IS AN ADD-ON TO SURFACES, ALLOWING
'THEM TO TAKE ON THE FORM OF ANY EQUATION
GETUNMASKEDINDEX(MASKEDINDEX)
'SAME AS SAYING OBJMASK[MASKEDINDEX]
'CONVERTS A STABLE OBJECT ID (THAT DOESN'T CHANGE) INTO
'THE ACTUAL INDEX USED IN OBJX,OBJY,OBJZ,OBJROT,etc...
UPDATEOBJCENTER INDEX
'UPDATES THE CENTER OF MASS OF AN OBJECT (DONE AUTOMATICALLY)
SETSTATICOBJ INDEX,STATE
'SET IF AN OBJECT IS AFFECTED BY GRAVITY AND COLLISIONS
'STATE IS EITHER 1 OR 0 (WHERE 0=AFFECTED BY GRAVITY)
ADDVEL INDEX,VX,VY,VZ
'ADD VELOCITY TO A NON-STATIC OBJECT
'YOU COULD ALSO JUST DO:
'INC OBJVX[OBJMASK[INDEX]],VX
'INC OBJVY[OBJMASK[INDEX]],VY
'INC OBJVZ[OBJMASK[INDEX]],VZ
And a few other functions, slightly unrelated, but implemented nonetheless:RENDER
'DRAWS THE CURRENT WORLD STATE, REQUIRED TO RUN ONCE EVERY FRAME
BUFFER
'PREVENTS FLICKERING BY SWAPPING GPAGES EACH FRAME, DRAWING TO THE ONE NOT
'BEING SHOWN. THIS SHOULD BE RAN ONCE EVERY FRAME, WITH A GCLS DIRECTLY AFTER IT
'THIS ONLY AFFECTS THE TOP SCREEN
'THIS IS AUTOMATICALLY CALLED INSIDE RENDER
_RENDER
'RENDERS THE SCENE WITHOUT CALLING BUFFER AND CLEARING THE SCREEN
BUFFERBOTTOM
'PREVENT FLICKERING ON THE LOWER SCREEN, PUT GCLS DIRECTLY AFTER IT
GETCAMRAY OUT X,Y,Z
'RETURNS THE NORMALIZED DIRECTION THE CAMERA IS FACING
GETCAMRAY2D OUT X,Z
'RETURNS THE NORMALIZED DIRECTION THE CAMERA IS FACING EXCLUDING Y
RAYTHROUGHOBJ(X,Y,Z,RX,RY,RZ,INDEX)
'CHECK IF THE RAY STARTING AT X,Y,Z AT THE ANGLE RX,RY,RZ
'IS COLLIDING WITH THE OBJECT INSIDE INDEX
NORMALIZE X,Y,Z OUT X,Y,Z
'SET THE DISTANCE OF AN X,Y,Z DISPLACEMENT EQUAL TO 1
'WHILE MAINTAINING THE ANGLE
CLEARWORLD
'DELETES EVERYTHING IN THE WORLD
'TRIANGLE OPERATION FUNCTIONS
ADDTRI INDEX,TAG$,X1,Y1,Z1,X2,Y2,Z2,X3,Y3,Z3,COLOR
SETTRI INDEX,X1,Y1,Z1,X2,Y2,Z2,X3,Y3,Z3 'SET A TRIANGLES POSITION
DELTRI TRIANGLEINDEX 'DELETE A TRIANGLE
SPLITSCREENDRAW X1,Y1,Z1,RX1,RY1,RZ1,X2,Y2,Z2,RX2,RY2,RZ2
'REPLACES THE RENDER FUNCTION
'DRAWS TWO PERSPECTIVES FROM TWO CAMERA POSITIONS AND ANGLES
'[ UNDER CONSTRUCTION, STILL A BIT BUGGY ]
QUADRUPLEDRAW X1,Y1,Z1,RX1,RY1,RZ1,X2,Y2,Z2,RX2,RY2,RZ2,X3,Y3,Z3,RX3,RY3,RZ3,X4,Y4,Z4,RX4,RY4,RZ4
'REPLACES THE RENDER FUNCTION
'DRAWS FOUR PERSPECTIVES FROM FOUR CAMERA POSITIONS AND ANGLES
'3D POINT ROTATION FUNCTIONS
ROT X,Y,Z,ORIGINX,ORIGINY,ORIGINZ,ANGLEX,ANGLEY,ANGLEZ OUT X,Y,Z
ROTX X,Y,Z,ANGLE OUT X,Y,Z 'ROTATE A POINT JUST AROUND X AXIS
ROTY X,Y,Z,ANGLE OUT X,Y,Z 'ROTATE A POINT JUST AROUND Y AXIS
ROTZ X,Y,Z,ANGLE OUT X,Y,Z 'ROTATE A POINT JUST AROUND Z AXIS
INSERT ARRAY[],INDEX,VALUE 'QUICKLY INSERT AN ELEMENT INTO AN ARRAY
REMOVE ARRAY[],INDEX 'QUICKLY REMOVE AN ELEMENT FROM AN ARRAY
TRIM$(S$) 'REMOVE SPACES AND NEW LINES FROM THE FRONT AND END OF A STRING
'HSV OPERATIONS
HSV2RGB HUE,SATURATION,VALUE OUT RED,GREEN,BLUE
RGB2HSV RED,GREEN,BLUE OUT HUE,SATURATION,VALUE
HSV(HUE,SATURATION,VALUE)
'RETURNS THE COLOR AS A SINGLE NUMBER, JUST LIKE RGB(R,G,B) DOES
FCIRCLE X,Y,RADIUS,FILLCOLOR,BORDERCOLOR
'DRAW A FILLED CIRCLE
TEXT X,Y,TEXT$,COLOR
'DRAW CENTERED TEXT ON THE SCREEN
PERSPECTIVE X,Y,Z OUT X,Y,Z
'CONVERT IN-WORLD COORDINATES TO SCREEN COORDINATES
PERSPECTIVEZ(X,Y,Z)
'QUICKLY JUST CALCULATE THE Z VALUE AFTER PERSPECTIVE
ARYOP_PERSPECTIVE X[],Y[],Z[] OUT X[],Y[],Z[]
'CALCULATE FASTER PERSPECTIVEFour cubes with one smaller one orbiting around it, supports moving the camera using the circle padPRGEDIT 3 EXEC "PRG3:3D.ENGINE" END 'SIM.3D
VAR STX,STY,C
'POSITION (0,0,0) SIZE (1,1,1)
C=ADDCUBE(0,0,0,1,1,1,#GRAY)
C=ADDCUBE(0,1.5,0,1,1,1,#GREEN)
C=ADDCUBE(1.5,0,0,1,1,1,#CYAN)
C=ADDCUBE(0,0,1.5,1,1,1,#WHITE)
C=ADDCUBE(0,0,3,0.5,0.5,0.5,HSV(0,255,255))
'THE VARIABLE C WAS OVERWRITTEN OVER AND OVER, BUT THIS ONE WE'LL KEEP
@LOOP
VSYNC
STICK OUT STX,STY
'CAMRX,CAMRY ARE USED BY SIM.3D
CAMRX=CAMRX-STX*5
CAMRY=CAMRY-STY*5
'ROTATE THE CUBE AROUND THE POINT (0,0,0) ROTATING AROUND THE X AND Y AXIS
ROTOBJAROUND C,0,0,0,1,1,0
RENDER
GOTO @LOOP
You are a cube, you can rotate your camera and move around the world. In the world there is a large 3D Sierpinski tetrahedron fractal generated recursivelyPRGEDIT 3 EXEC "PRG3:3D.ENGINE"
VAR I,J
'MAKE AN INSIDE OUT CUBE CENTERED AT POSITION (0,5,50) AND SIZE (120,120,120)
I=ADDSKYBOX(0,5,50,120,120,120,RGB(60,60,60))
VAR PLAYER=ADDCUBE(0,0,0,1,1,1,#WHITE)
VAR BTN,STX,STY,X,Y,Z
'CALL THE FUNCTION THAT GENERATES THE FRACTAL
'POSITION=(0,30,50)
'SIZE=(40,50)
'DEPTH=3
'(HUE,SATURATION,VALUE)=(RND(360),150,255)
SIERPINSKI 0,30,50,40,50,3,RND(360),150,255
@LOOP
VSYNC
CLS
PRINT "FPS ";FPS 'FPS IS CALCULATED INSIDE SIM.3D
'EVERY FRAME, SET THE PLAYER CUBE TO THE SAME POSITION AS THE CAMERA
MOVEOBJTO PLAYER,CAMX,CAMY,CAMZ
CONTROLS 'CALL THE FUNCTION THAT HANDLES CONTROLS
'PREVENT THE CAMERA FROM GOING UPSIDE DOWN
IF CAMRY<-90 THEN CAMRY=-90
IF CAMRY>90 THEN CAMRY=90
RENDER 'CALL THE RENDER FUNCTION IN SIM.3D
GOTO @LOOP
'HANDLE DEVICE CONTROLS
DEF CONTROLS
STICK OUT STX,STY 'CIRCLE PAD INPUT
BTN=BUTTON() 'INPUT FOR BUTTONS
'ROTATE THE CAMERA, USE COSINE TO ENSURE IT IS ALIGNED
DEC CAMRX,STX*6*COSCAMRZ
DEC CAMRY,STY*6*COSCAMRZ
IF BTN AND #UP THEN CAMDIST=CAMDIST/1.05 'ZOOMING IN/OUT
IF BTN AND #DOWN THEN CAMDIST=CAMDIST*1.05
IF BTN AND #X THEN 'MOVING FORWARD
VAR X,Y,Z
GETCAMRAY OUT X,Y,Z 'THIS WILL GIVE THE X,Y,Z UNIT ROTATION FACING OUT OF THE CAMERA
INC CAMX,X/2 'INCREMENT THE CAMERA POSITION
INC CAMY,Y/2
INC CAMZ,Z/2
ENDIF
IF BTN AND #B THEN 'MOVING BACKWARD
VAR X,Y,Z
GETCAMRAY OUT X,Y,Z 'THIS WILL GIVE THE X,Y,Z UNIT ROTATION FACING OUT OF THE CAMERA
DEC CAMX,X/2 'DECREMENT THE CAMERA POSITION
DEC CAMY,Y/2
DEC CAMZ,Z/2
ENDIF
END
'GENERATE A SIERPINSKI TETRAHEDRON FRACTAL
'POSITION=(X,Y,Z)
'SIZE=(WIDTH,HEIGHT) (LENGTH ISN'T INCLUDED SINCE ITS A SQUARE BASE)
'DEPTH IS HOW MANY ITERATIONS TO GO IN (PERFORMANCE TAKES A HUGE HIT, INCREMENTING)
'COLOR=(HUE,SATURATION,VALUE)
DEF SIERPINSKI X,Y,Z,W_,H_,DEPTH,HU,SA,VA
VAR I,W=W_*0.5,H=H_*0.5
IF DEPTH==0 THEN 'BASE CASE
I=ADDPYRAMID(X,Y,Z,W_*2,H_,HSV(HU,SA,VA))
ELSE
SIERPINSKI X,Y-H,Z,W,H,DEPTH-1,HU+100,SA,VA
SIERPINSKI X-W,Y,Z-W,W,H,DEPTH-1,HU,SA,VA
SIERPINSKI X-W,Y,Z+W,W,H,DEPTH-1,HU,SA,VA
SIERPINSKI X+W,Y,Z-W,W,H,DEPTH-1,HU,SA,VA
SIERPINSKI X+W,Y,Z+W,W,H,DEPTH-1,HU,SA,VA
ENDIF
END

217 Comment(s)seggiepants3 months agoPer request, here are some different renderings with different primitives. First up is wireframe cube.
Next up is using text, this one is easily the highest frames per second.
After that, we have spheres.
Unfortunately they all seem to lose the menger sponge look. But they are kind of cool to look at.
For those who were wondering, it is possible to load a 3D model into Sim.3D. You don't get texture mapping, or per face coloring, and you have to write your own file loader, but you can do it. I know, because I have done it.
I was working on a Combat clone in 3D, need to get back to it some day and figure out where I went wrong with my A* implementation. For proof that it came from my computer, here it is in edit mode in blender.
I was actually wondering if anyone on the site would like a write up of how to do some very basic 3D modeling in blender and import it into Sim.3D or not. It would be a very long write up if I did it. So I should probably post it on a different thread. Is there a Sim.3D talk about programs thread? Would that be the place? Maybe I should go download Poly3D and make it a bit more generic. Anyway if people want that, let me know.
SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies3 months agoAbsolutely brilliant. Do you mind sharing how you did this?seggiepants3 months agoI decided that a resource page would be the best fit. The tutorial is at: http://smilebasicsource.com/page?pid=1279
I hope you find it useful.PowerOfThePen3 months agoIs there a way to load models into this, because I would like to use this for my game but I don't know how to model stuff?IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 3 months agoNo. There also isn't really a such thing as a model in SIM.3D.HTV04Intermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthAvatar TabooI didn't change my avatar for 180 daysWebsiteSecond YearMy account is over 2 years oldWebsiteEdited 3 months agoSIM.3D is more for generating 3D objects, not really defined models. Someone could code a model system for SIM.3D, but SIM.3D isn’t meant for something like that, as it doesn’t natively support models. If you’re looking for something that supports models, I would recommend either P3D (which uses sprites for 3D) or Poly3D (which uses graphics for 3D).SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!HobbiesEdited 3 months agoIf you give me the formatting of the models, maybe a model for testing, it wouldn't be difficult to just add a LOADOBJ and LOADSCENE function that would take in a filename.
As of right now, the only way to do this is by using ADDOBJ(TYPE$,X[],Y[],Z[],COLOR).HTV04Intermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthAvatar TabooI didn't change my avatar for 180 daysWebsiteSecond YearMy account is over 2 years oldWebsite3 months agoOh, I’m not really familiar with coding with SIM.3D. I just know how it works in some ways.seggiepants3 months ago I made a menger sponge (https://en.wikipedia.org/wiki/Menger_sponge) using Sim.3D. I wanted to do more iterations, but SmileBasic ran out of memory. Thought you might enjoy the pictures.12Me21Syntax HighlighterReceived for creating the code syntax highlighter on SBSNight PersonI like the quiet night and sleep late.Express YourselfEdited 3 months agoYou could merge some of the faces together to reduce the number of triangles
EDIT:
Perhaps this would be even faster if the on screen position of a vertex wasn't calculated multiple times when it's used by multiple triangles...SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!HobbiesEdited 3 months agoThat's really awesome.
I need to figure out how stop drawing the objects that are covered up by other objects. Backface culling works, but it still draws the front faces of objects behind other objects.
I have an idea of how to do this, instead of rendering furthest to nearest, render nearest to furthest, and only draw an object/triangle if a pixel in it is color zero.
It'll make lots of graphical artifacts though, but this kind of program would run at a much higher frame rate. Hm...12Me21Syntax HighlighterReceived for creating the code syntax highlighter on SBSNight PersonI like the quiet night and sleep late.Express YourselfEdited 3 months agoCalculating whether something is covered up is almost certainly slower than just drawing it.

only draw an object/triangle if a pixel in it is color zero.

This would mean checking every pixel inside the triangle, which is automatically slower than just drawing every pixel in the triangle, especially since we have the GTRI function.
EDIT: ahh I see what you mean
yeah that would work (and look terrible)
I don't think objects being drawn even when they are hidden is a big problem though.
Maybe in this specific case, I guess.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies3 months ago@12Me21: It might be a cool feature to add, maybe make it optional, do you know if there's any way to draw graphics on a page behind another page, then merge them together? That would eliminate all the graphical artifacts (if it's even possible).
@seggiepants: Hey you could make it run ~six times faster by using spheres or text instead of cubes.
¯\_(°◞°)_/¯Yttria3 months agopretty sure GCOPY has an alpha-sensitive mode12Me21Syntax HighlighterReceived for creating the code syntax highlighter on SBSNight PersonI like the quiet night and sleep late.Express Yourself3 months agoYeah you could GSAVE the area covered by the triangle, draw the triangle, then GLOAD it back.
Maybe 2 GCOPYs would be faster, I'm not surespaceturtlesVideo GamesI like to play video games!HobbiesAvatar BlockI didn't change my avatar for 30 days.WebsiteIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming Strength3 months agoTriangle or rectangle? Thought it only worked with rectangular areaskevinfoley4 months agoTo settle this madness, I have uploaded a project which recreates the general conditions of defrost2's benchmark.
Download key is TRDVF3Z4
As I expected, there's a margin of error. Some times ints finish slightly faster, and sometimes floats do. Overall I would say the differences are statistically insignificant.
There are two files. GTRITEST draws a triangle over half the screen as dfrost2 described. This bottlenecks on fill rate, so I created another version GTRITEST2 which draws much smaller triangles, and thus can draw a lot more of them. In the latter test, it takes about 1 second to draw 50000 triangles, which is impressive. Sometimes floats finish a few ms faster, sometimes ints do, sometimes they tie.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 4 months agoJust figured out an optimization you can make, Simeon. On PERSPECTIVE, you should change X2, Y2, and Z2 to X2%, Y2%, and Z2%. This is because you can't draw a point at (0,20.5) and so it has to convert it to an int. Since X2,Y2, and Z2 are screen coords, why would they be floating point numbers?
DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 4 months agohell, if WSC = 1, you could make X,Y,Z to X%,Y%,Z%
These is just theories, but they should help
EDIT: just tested it. I was right:
(units: pixels/ second)
reals: 76080000
ints: 76128000
Additional information:
both draw GTRI 0,0,400,0,400,240
Counted the amount of calls/second and multiplied it by (400x240)/2
This really just proves that graphics have to convert reals to ints and ints are faster for drawing
kevinfoley4 months ago76080000 / 76128000 = 0.9994. That's a 0.06% increase in performance. Even if it's reproducible, it's not worth changing code over.12Me21Syntax HighlighterReceived for creating the code syntax highlighter on SBSNight PersonI like the quiet night and sleep late.Express Yourself4 months agoBecause it's not zero effort. And there's no reason to get rid of such a nice key just for a 0.06% speed increase which might not even be real.kevinfoley4 months ago@Shelly Do you realize how small 0.06% is? That's six hundredths of one percent. That means, for example, if you were rendering ten thousand triangles each frame you could fit in an extra 6. And that's if the 0.06% difference was even consistent; it's more likely within the error margin of random fluctuations in CPU speed.kevinfoleyEdited 4 months ago"and the Switch will most likely perform over 50 times better when doing highly-parallel tasks, such as vector processing with ARYOP. Suddenly, the small difference looks a lot bigger, doesn't it?"
No, that doesn't make any sense. If performance is 5000% faster on the Switch, how does that make 0.06% more important?
Let's say you have an operation that takes 50 seconds on the 3DS. A 0.06% performance increase means your operation takes 49,970 milliseconds instead of 50,000 ms. That's 30ms (.03 seconds), or about two frames, faster on the 3DS. Far too little difference to even notice.
Now on the Switch, which we're calling 50x faster, the operation would take 1 second, or 1000ms. A .06% increase would shave off 0.6 milliseconds.
Again, assuming that you could draw 10,000 triangles in one frame, a 0.06% boost would let you draw an extra 6 triangles. That's not even worth mentioning, much less taking the time to edit the code and upload a new release.
And this is all pretending a .06% increase in certain numerical operations would increase total performance by .06% in SIM.3D. It would actually make far less difference since there are many other things going on.
Also, again, 0.06% difference in performance is so tiny that it is probably due to minor fluctuations in CPU speed and not an actual performance boost. He'd have to run the test many times to establish a margin of error before saying it's a consistent boostkevinfoleyEdited 4 months agoDon't be ridiculous. SB on the 3DS can render a few hundred tris per frame at 60fps. 10,000 triangles is a conservative estimate of what might be possible if the Switch is really much faster.
And the GPU performance isn't relevant when we're discussing performance increase from changing the numeric type of a variable. That's handled by the CPU.
Again, 0.06% is meaningless. What margin of error is that in? .06% is meaningless if there's a 1% margin of error. Let's see the test run a few dozen times before taking the results seriously.
Also, a .06% increase for certain operations does not make the entire program .06% faster.
I've explained this enough. YttriaEdited 4 months agocommenting on someone's math while disregarding a basic point about statistical significance is interesting.
That said, using integers where possible really does have known improvements on performance.
Like kevinfoley says though, that only applies to the sections that are dealing with the coordinates mentioned in OP, not necessarily the rest of the 3D math.
There's nothing left to discuss unless either Simeon decides to make a modification or someone produces real evidence, so... you don't have to act so awful.kevinfoleyEdited 4 months ago"You said 10,000, which makes no sense."
We're speculating and throwing out random guesses for how many triangles it can render. It doesn't matter how many TFLOPS the GPU is, the code we are discussing runs on the CPU.kevinfoleyEdited 4 months agoThe basic point about statistical significance is that 0.06% is not statistically significant. The margin of error is probably much higher than that. I've seen a 2% margin of error on some tests I've done in SB, though I've never tested ints vs floats. I don't have my 3DS with me to test this at the moment.kevinfoley4 months ago"it is almost certain that SB uses the GPU for ARYOP"
Does the PICA200 even support GPU-compute?Yttria4 months agohttps://www.3dbrew.org/wiki/GPU/Shader_Instruction_Set
12Me21 has mentioned that the ARYOP operations match up with the operations supported by "some hardware thing"
I don't know anything about GPUs but this is likely the case if only because it requires far less effort on SmileBoom's part to implement.kevinfoley4 months agoShader programming is used to code shaders that affect how an image is rendered onscreen. I am not an expert in general purpose GPU compute but I'd be surprised if it was easy to use shader language for running general-purpose mathematical operations that get sent back to the CPU. NVidia had to create CUDA to make GPUs easier to work with for non-graphical calculations and the PICA200 almost certainly doesn't support anything like CUDA.
The ARM11 supports SIMD (parallel vector operations), so it seems more likely this would have been handled by the CPU. https://en.m.wikipedia.org/wiki/SIMD
I know nothing at all about DSPs, but since this is a Sound DLC, I wonder if the DSP can do array operations...Yttria4 months agoI just remembered something important

12Me21[18:35]g: ARYOP is about 3x slower on integer arrays compared to float arrays

ARYOP takes float data and has to convert integer input in order to use it
either what dfrost is suggesting is a bad idea in context because it will need to be real-type for ARYOP anyway, or
the integer thing might apply, but this routine doesn't even use ARYOP, and what Shelly said is irrelevant.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies4 months agoOhDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength5 months agoYou could make it draw triangular - shaped sprites which are rendered twice as fast and this also brings in textures into the mix.kevinfoleyEdited 5 months agoUsing triangle sprites would require being able to apply arbitrary transformations (or at least 3D rotation) to the sprites. I don't believe that's possible in SmileBASIC.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength5 months agonot necessarily: check up on P3D. It uses sprites to render. Also don't forget that POLY3D is doing the same thing, but with graphics.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!HobbiesEdited 5 months agoYes, but it does that through the chopping up of a single sprite and displaying each slice at a different orientation to achieve the skew transformation. It brings a trade-off between performance and graphical artifacts. I suppose it would be possible to only have sprites for the closest ~2 faces, but that would ruin the polygon-feel and have a large computational overhead.
In the next version I will add sprite objects, which will be 2D sprites in the 3D world and behave the same as spheres, but I think this is the closest I will get to sprites.
I'd like to study the P3D code a bit more first.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength5 months agoIf you don't feel like it, I could make the GODLY engine. What does ARYOP even do though?kevinfoley5 months agoI've been working on Poly3D again, and have spent the last few weeks developing a 3D model editor that runs in SmileBASIC. I haven't had a chance to test or look through the code for Sim.3D yet, but I imagine that my model editor could be adapted for use with Sim.3D without too much trouble.
I was planning on creating some additional sample projects before uploading the next version of Poly3D, but maybe I'll release early so that the model editor can be adapted to Sim.3D.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies5 months agoThat sounds really cool! I'd be happy to work with you on that. I'll look through the Poly3D code.kevinfoley5 months agoThanks! I wouldn't bother looking through the current code; the new code should be up in a few days and is much cleaner.
I've looked through your Sim.3D examples now and your feature set is impressive. Very cool stuff! I was surprised to read that the Advanced Sound DLC (which I haven't purchased yet) can be used to speed up your rendering process. What functions does the DLC offer that you were able to work into rendering?kevinfoley5 months agoI've uploaded the new version with model editor!SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies5 months agoYeah, so the DLC provides the ARYOP instruction, which does simple instructions on large arrays at 10 to 100 times faster than a FOR loop could do. It's highly recommended to have especially for 3D engines.
I was able to pull all the 3D computations out of the main for loop, so that the only real overhead is the drawing of graphics.kevinfoley5 months agoOh, very cool! Thanks!spaceturtlesVideo GamesI like to play video games!HobbiesAvatar BlockI didn't change my avatar for 30 days.WebsiteIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming Strength6 months agoHEAEP3 - heap 3RGamesOfficalIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthMinecraft Is Awesome!I love Minecraft!Express YourselfVideo GamesI like to play video games!Hobbies6 months agoCan the next update be focused on Speed Improvements? My game needs a lot of blocks to be rendered at one time.IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength6 months agoIt’s already fast as sonic the hedgehog lolRGamesOfficalIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthMinecraft Is Awesome!I love Minecraft!Express YourselfVideo GamesI like to play video games!Hobbies6 months ago(Worlds will be 16x16 chunks, Chunks are 8x8x128, Render distance: 2 chunks at a time)IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength6 months agoAs in sim.3dIAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength6 months agoYeah, modeling is difficult.
I don’t want to spend 3 years modeling a single model and 30 years animating it. That’s the whole reason a 3D platformer I’m making is styled like an N64 game.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength6 months agoTry P3D. It's awesomely fast and can render textured objects just as fast Here are the cons: pros
Pros:
very fast(at least for sb)
textured
easy to model objects
cons:
hard to understand
a lot of WTF's will come to mindDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength20 days agoYou can use this custom function to increase speed by ~6x (those are the results from HS3D):
VAR FOV = 20,RX = 100
DEF CULL(CAMX,CAMZ,X,Z)'Is it on - screen?
RETURN ATAN(Z-CAMZ,X-CAMX)+RAD(RX)<RAD((FOV*2)+5)
END
Just call this function using the location of the camera and the location of an object.
Returns 1 if it should be drawn.
Can be used with distance culling to get the full 6x better performance
That is why HS3D runs at ~30 FPS when it originally ran at 5 FPS. I know everyone probably thinks this is another time I make myself look like a moron, but I am 110% sure it is effective(maybe not EXACTLY 6x)
The reason why this is so effective is because it doesn't have to do any 3D math OR draw the object(if it returns 0). You could add culling on YZ axis instead of the proposed XZ axis, as it would benifit as wellSimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies9 months agoOnce 3D Parkour 2 gets developed more, I will give it it's own submission key.
I'm taking any feedback, so if you have any cool ideas for it let me know!
I'm thinking to make the game about orbiting around objects instead of linear gravityspaceturtlesVideo GamesI like to play video games!HobbiesAvatar BlockI didn't change my avatar for 30 days.WebsiteIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming Strength9 months agoButtons, switches, and moving booby traps would bring it more life.12Me21Syntax HighlighterReceived for creating the code syntax highlighter on SBSNight PersonI like the quiet night and sleep late.Express Yourself9 months agoenter it in the OSP contest lolMZ952Intermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthDrawingI like to draw!HobbiesReadingI like to read books!Hobbies9 months agoInteractive objects would be kinda cool, like spaceturtles suggested. IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength10 months agoHow to outsmart the chess AI (as of 1.4) in 5 easy steps!
IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength10 months agoBug:if you move a sprite, the geometry disappears.
I found this because I wanted to make a game with 3D geometry, but 2D characters and stuff
JUST BECAUSE I WANT 3D GEOMETRY IN A GAME DOESN'T MEAN I WANT 3D CHARACTERS IN SAID GAMESimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies9 months agoThat'd be a cool feature to add, ill look into it thanks
Late response, my badIAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength9 months agoIt’s okay.MochaProbablyExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthNight PersonI like the quiet night and sleep late.Express YourselfDrawingI like to draw!Hobbies11 months agoIm not sure if this has to came to anybody's attention but, do notice how Spooky Maze uses Textures on its walls. It uses raycasting to get a slice of a sprite and draws it onto the screen. Its very efficient and could be be used in a situation like a 3D engine. you would need many more rays, but if you were to lower the resolution to half for New3DS's and a quarter for Old3DS's, the performance should be usable, and allow for images to be pasted onto 3D geometry. Locking the FPS to 45 or 30 using this method would yield good results as well. Its all a theory though, but ill attempt a test of this idea later, probably nearing the end of the month or mid-June.snail_HelperReceived for being very helpful around SmileBASIC SourceAchievementsOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!Night PersonI like the quiet night and sleep late.Express Yourself11 months agoYou can only use that type of raycasting on regular grids or scenes where everything is parallel lines, as far as I'm aware. You could try something like the classic DOOM engine, but I think you'll have to do most of it in software and it'll end up too slow.MZ952Intermediate ProgrammerI can make programs, but I still have trouble here and there. Programming StrengthDrawingI like to draw!HobbiesReadingI like to read books!Hobbies11 months agoWell, sprites can be rotated too. Warrior is right I believe. Account for the camera & object rotations, and you should be able to transform the sprite image into the required 3d shape. DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 11 months agothe VSYNC is slowing it down.(I know it will flicker without it), but how about you use this custom command:
DEF WAITTIME A
M = MILLISEC
WHILE MILLISEC-M>A:WEND
END
this waits for smaller units of time(which could help with FPS barely)
since the refresh rate of almost every modern device is 60FPS, we can assume that VSYNC waits ~16.667 milliseconds(1000/60)
As we all know, the human eye(on average)sees at ~24 FPS
Using this command, we can make a smaller wait time for refreshing, therefore higher FPS.
I would recommend a wait time of...33.33ms. Seems stupid, but that should include rendering AND refresh time.Yttria11 months agoDid you actually test this before posting?MasterR3C0RDHelperReceived for being very helpful around SmileBASIC SourceAchievementsThird YearMy account is over 3 years oldWebsiteosu! Is Awesome!I love osu!Express YourselfEdited 11 months ago33.33ms frame time is 30FPS, you knowDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength11 months ago(its a theory)niconiiVideo GamesI like to play video games!HobbiesExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthDrawingI like to draw!Hobbies11 months ago

As we all know, the human eye(on average)sees at ~24 FPS

This is a myth.
The truth is more complicated, but the fastest we can perceive motion generally lies somewhere above 60 FPS.
Luckily, with SmileBASIC, we don't have to rely on hearsay -- it's easy to test this for ourselves. (Hold R to switch to 60 FPS.)
ACLS
SPSET 0,2048
SPSCALE 0,2,2
WHILE TRUE
T=MAINCNT
X=80*SIN(T/8)+200
Y=80*COS(T/8)+136
SPOFS 0,X,Y
CLS
?T
IF BUTTON() AND #R THEN
?"60 FPS"
VSYNC 1
ELSE
?"30 FPS"
VSYNC 2
ENDIF
WENDDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength11 months agoI'm trying to say Simeon needs to use this custom command the for *exact* amount of time to stop flickering at a minimum wait timeSimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies11 months agoWell, but VSYNC does that
And simple is better
If there's any flickering then BUFFER isn't working properlyDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength11 months agoOK, I'm just making a fool of myself.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies11 months agoNah don't worry about it man, you gave me lots of great suggestions that I'll be working on, I've just been a little bit too busy with school to put more effort into your requests. In most programming languages, simple is not better especially with 3D engine building. When there are strict computing limitations, in my opinion it seems unnecessary to put extra effort into mipmaps and texture mapping.
The issue I see with decreased triangle count as objects get far away, is the issue is of actually detecting when they're far away since the slightest additions of computations dramatically change the performance. In SmileBASIC, its a little bit strange because the more code, the slower it gets since there seems to be a small portion of overhead for each line of code. It's hard to detect, but because of this limitation we're forced to use the minimum number of commands.
Granted, I'm sure if 12Me21 was to look over SIM.3D, he'd be able to optimize this much more than any of us could. It seems that the biggest optimization to be made is converting floating point variables to integer variables (using %). I'll look more into all of this when I get the time.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength10 months agoI'm just saying there might be a refresh rate that will stop flickering and spend less time WAITING.
I'm just visualizing frame time in a spectrum like this:
("*" means that framerate will cause a visible flicker)
("0" means that flicker is invisible)
*0
I think there might be a *perfect* wait time that will wait for the least amount of time to stop flickering and not be time-consuming. I want a framerate between the "*" and "0"
DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength8 months agoIM BAAAAAACK!DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 11 months agoI just played some Fortnite(which uses Unreal Engine 4) and I noticed something: when you are far away from an object, the resolution is really low. Also, the triangle count in an object decreases. Maybe Simeon can (somehow) implement this in SIM.3D... to conserve RAM and increase FPSDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength11 months agoThere should be a way to make a new(object);
After an object is defined, you should have the ability to add another of the same objectKillias12Beginner ProgrammerI'm just starting out! I'm still trying to grasp the basics.Programming StrengthPokemon Is Awesome!I love Pokemon!Express YourselfVideo GamesI like to play video games!Hobbies12 months ago"Also non-DLC users run at a fairly higher framerate due to less function calls."
Shouldn't that say DLC users? because I got the DLC and noticed a higher framerateniconiiVideo GamesI like to play video games!HobbiesExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthDrawingI like to draw!Hobbies12 months agoI think they mean higher compared to the previous version, not compared to DLC users.SimeonScholarReceived for knowing a great deal about programming topicsAchievementsAmazing PageHiddenAchievementsDrawingI like to draw!Hobbies12 months agoYeah, haha
I probably should have worded that betterMochaProbablyExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthNight PersonI like the quiet night and sleep late.Express YourselfDrawingI like to draw!Hobbies12 months agoI wonder if you could UV map textures to tris in a performant manner, or at least raytrace an image of a textured object.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength12 months agoyou could, but it would be VERY slow. I have no clue how, but it is possible.MochaProbablyExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthNight PersonI like the quiet night and sleep late.Express YourselfDrawingI like to draw!Hobbies12 months agoWell right now the closest thing we can get to textures is coloring polygons on a shape, and good luck trying to render anything with any more detail than a pencil.spaceturtlesVideo GamesI like to play video games!HobbiesAvatar BlockI didn't change my avatar for 30 days.WebsiteIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming Strength12 months agoDoing that is possible but it would end up being very slow.DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength12 months agoI am working on it. It will only use 16x16 textures, though.IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength12 months agoMinecraft uses 16x16 textures, too
DUN DUN
DUNNNNNNNNNNNNNNNNNDFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength5 months ago*realizes P3D exists so no need for wasting my life on making textured quads*IAmRalseiForum LeaderHiddenAchievementsFirst YearMy account is over 1 year oldWebsiteExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength5 months agoNice necropost, dfrost2DFrostExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming StrengthEdited 12 months agoYou could make a ToFloat function like this:
COMMON DEF ToFloat(X)
RETURN X+.
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I also just posted a video on YouTube ImasheepPokemon Is Awesome!I love Pokemon!Express YourselfNight PersonI like the quiet night and sleep late.Express YourselfOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!1 year agowhat's a pasocom mini?spaceturtlesVideo GamesI like to play video games!HobbiesAvatar BlockI didn't change my avatar for 30 days.WebsiteIntermediate ProgrammerI can make programs, but I still have trouble here and there. Programming Strength1 year agoIt's basically a Raspberry pi modified to run sb. It's also a little expensive. I can't remember the url to get it though.ImasheepPokemon Is Awesome!I love Pokemon!Express YourselfNight PersonI like the quiet night and sleep late.Express YourselfOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!1 year agosounds cool!
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